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+ 25% more health
- 100% sapper damage
+ 2x sapper health
- 2x sapper duration
- No damage done while sapping
- Only one sapper may be deployed at any given time
Instead of planting the sapper on a building, this sapper is planted on the ground.
Has a range the size of a control point. When a sentry is fully sapped, it is reprogrammed onto the team the spy is on. When teleporters are sapped, the entrance and exit are reversed.
Can't think of anything for when a dispenser is sapped.
(Oh, and it can be reversed by an enemy spy with the same sapper.)
+Saps 10% / 5% faster.
-Makes a loud noise, or alerts the Engie who is far away.
+2x the score if you sap it (so you can get 2x the Crits on Diamondback?)
-If Engie destroys sapper, your cloak and disguise kit are temporarily disabled.
+Homewreckers cannot destroy the Sapper
-If a Pyro hits YOU with a Homewrecker, instant Mini-crit or Crit on you.
Can be customized.
- 50 % sapping speed
- Can't sap dispencers and teleports.
+On reload: throw in direction of aim
(Like the eureka effect)
-55% sap speed on dispensers and teleporters
(Less than half original speed)
+55% sap speed on sentries
(A little over 3/2 sap speed)
If these are how it would work I would really enjoy having one myself but this guy that made it DID make the air strike... which I love
-Upgrades Turret (opposite of Red Tape Recorder)
-1 Hit Destroy
+Faster Sap
Can hold down rightclick on sapped building to increased sap time!
+Inflicts bleeding damage for 10 seconds in the area of the sapped building
+Players around sapped buildings take mini-crits
+Explodes upon destruction
-Uses Cloak
-Decloaking is 50% louder
-Has a 15 second recharge time (Like in MvM, but longer.)
-Buildings are operational while sapped.
-10% Health on wearer
Alt-Fire: Heals friendly buildings by 50%
+bullets/ammo/telecharge are taken from building
+bullets/ammo/telecharge cannot be retained after sapping
-100% sap damage
-50% more sap time
In short, it would be a pain in the a$$ to engineers. It would take a while for it to fully sap the building, but would permanently disable it. That way, we would have a weapon even more annoying than a normal Sapper.
Eventually if this also stays on the spy even if the sapper dies or finishes the job, 100% louder would make it under powered.
Try decreasing it.
+ 200% resistance (6 hit with wrench to destroy)
- Has a 20 second recharge time (more time or less, I'm not sure about the time)
- 80% damage done